Sign up to receive free email alerts when patent applications with chosen keywords are publishedSIGN UP

Abstract:

In a network game, player characters manipulated by individual players of
video game apparatuses belong to the same party to battle with an
opponent character. When a player character making a special move is not
present in the party, the display screen of each video game apparatus
becomes a screen focusing on the player character of the player who uses
this video game apparatus. When one of the player characters makes a
special move, not only the display screen of the video game apparatus
corresponding to this player, but also the display screens of the video
game apparatuses corresponding to the other player characters in the
party become screens focusing on the player character which makes the
special move.

Claims:

1. A network game system including a server apparatus, and a plurality of
terminal apparatuses connected to the server apparatus over a network,
wherein each of players who respectively use the terminal apparatuses
manipulates a player's own player character to participate in a game
provided by the server apparatus, the server apparatus comprising: a
character movement information receiver that receives character movement
information transmitted from each of the plurality of terminal
apparatuses; a special character determining unit that determines whether
presence of a player character showing a predetermined special movement
state is identified by the character movement information received by the
character movement information receiver from each of the plurality of
terminal apparatuses; a special character information transmitter that,
when the special character determining unit determines that there is a
player character showing a special movement state, transmits special
character information for displaying a screen basing on the player
character showing the special movement state to each of the plurality of
terminal apparatuses; a game progressing unit that moves the player
character corresponding to each of the plurality of terminal apparatuses
according to the character movement information received by the character
movement information receiver to progress with the game; and a game
progress information transmitter that transmits game progress information
indicating a progress state of the game progressed by the game
progressing unit to each of the plurality of terminal apparatuses, each
of the plurality of terminal apparatuses comprising: a game progress
information receiver that receives the game progress information
transmitted from the game progress information transmitter; a game screen
display that generates a screen according to the game progress
information received by the game progress information receiver, and
displays the screen on a display device equipped in the terminal
apparatus; a movement instruction input unit that, as the player who uses
the terminal apparatus performs a predetermined operation on an input
device equipped in the terminal apparatus, inputs a movement instruction
for moving the player's own player character; a special character
information receiver that receives the special character information
transmitted from the special character information transmitter; and a
character movement information transmitter that generates movement
information according to the movement instruction input from the movement
instruction input unit, and transmits the movement information to the
server apparatus to be received by the character movement information
receiver, the game screen display including: a normal-mode screen display
that generates a screen according to the game progress information basing
on the player character of the player using the terminal apparatus when
the special character information is not received by the special
character information receiver; and a special-mode screen display that
generates a screen according to the game progress information basing on
the player character showing the special movement state according to the
special character information when the special character information is
received by the special character information receiver.

2. The network game system according to claim 1, wherein each of the
plurality of terminal apparatuses further includes: a movement specifying
unit that specifies a movement of the player character of the player
using the terminal apparatus according to the movement instruction input
from the movement instruction input unit; and a movement instruction
disabling unit that disables inputting of the movement instruction from
the movement instruction input unit when the special character
information is received by the special character information receiver,
and the character movement information indicates the movement of the
player character of the player using the terminal apparatus specified by
the movement specifying unit.

3. The network game system according to claim 2, wherein when the special
character determining unit determines that there is a player character
showing a special movement state, the game progressing unit progresses
with the game so as not to put a player character other than the player
character showing a special movement state at a disadvantage.

4. The network game system according to claim 1, wherein the character
movement information indicates the movement instruction input by the
movement instruction input unit, and when the special character
determining unit determines that there is a player character showing a
special movement state, the game progressing unit does not permit a
player character other than the player character showing a special
movement state to move according to the character movement information
received from the terminal apparatus corresponding to the player
character other than the player character showing the special movement
state.

5. The network game system according to claim 4, wherein when the special
character determining unit determines that there is a player character
showing a special movement state, the game progressing unit permits a
player character other than the player character showing a special
movement state to move according to the movement of the player character
showing the special movement state.

6. The network game system according to claim 1, wherein the special-mode
screen display applies different standards to different types of player
characters showing the special movement state to generate screens basing
on the player characters showing the special movement state based on the
game progress information.

7. The network game system according to claim 1, wherein the special-mode
screen display includes an effect display that adds a predetermined
effect to a player character showing the special movement state.

8. The network game system according to claim 1, wherein the special-mode
screen display generates a screen basing on a player character showing
the special movement state according to setting by the player who
manipulates the player character showing the special movement state.

9. The network game system according to claim 1, wherein the special-mode
screen display generates a screen basing on a player character showing
the special movement state according to setting by the player using the
terminal apparatus.

10. The network game system according to claim 1, wherein the game screen
display further includes a during-switching-of-screen direction screen
display that generates and displays a predetermined
during-switching-of-screen direction screen on the display device
equipped in the terminal apparatus during switching from generation of a
screen by the normal-mode screen display to generation of a screen by the
special-mode screen display.

11. The network game system according to claim 1, wherein the game
provided by the server apparatus includes a battle in which a party of
the player characters respectively corresponding to the plurality of
terminal apparatuses battle with one or more opponent characters
different from the player characters belonging to the party, and a player
character showing the special movement state is a player character making
a special movement which has a greater influence in the battle than other
movements.

12. The network game system according to claim 11, wherein the special
movement is visually more showy than the other movements.

13. The network game system according to claim 1, wherein the game
provided by the server apparatus is a three-dimensional game permitting
the player characters respectively corresponding to the plurality of
terminal apparatuses to move in virtual three-dimensional space, the game
screen display performs perspective transformation of the virtual
three-dimensional space from a viewpoint of a virtual camera to generate
a screen according to the game progress information received by the game
progress information receiver, and the special-mode screen display
performs perspective transformation with a visual axis of the virtual
camera directed toward a player character showing the special movement
state to generate a screen basing on the player character showing the
special movement state.

14. A game apparatus connected over a network to a server apparatus
providing a game which progresses with a plurality of players
manipulating player characters thereof to manipulate the player
characters of the players, the game apparatus comprising: a game progress
information receiver that receives game progress information transmitted
from the server apparatus and indicating a progress state of the game
according to a state of movement of the player character corresponding to
each of the plurality of players; a game screen display that generates a
screen according to the game progress information received by the game
progress information receiver, and displays the screen on a display
device of the game apparatus; a movement instruction input unit that, as
the player who uses the game apparatus performs a predetermined operation
on an input device of the game apparatus, inputs a movement instruction
for moving the player's own player character; a special character
information receiver that receives special character information
transmitted when the server apparatus determines that a player character
showing a special movement state is included in the plurality of player
characters; and a character movement information transmitter that
generates movement information according to the movement instruction
input from the movement instruction input unit, and transmits the
movement information to the server apparatus, the game screen display
including: a normal-mode screen display that generates a screen according
to the game progress information basing on the player character of the
player using the game apparatus when the special character information is
not received by the special character information receiver; and a
special-mode screen display that generates a screen according to the game
progress information basing on the player character showing the special
movement state according to the special character information when the
special character information is received by the special character
information receiver.

15. A computer readable recording medium recording a program which is
executed by a computer connected over a network to a server apparatus
providing a game which progresses with a plurality of players
manipulating player characters thereof to manipulate the player
characters of the players, the program allowing the computer to function
as: a game progress information receiver that receives game progress
information transmitted from the server apparatus and indicating a
progress state of the game according to a state of movement of the player
character corresponding to each of the plurality of players; a game
screen display that generates a screen according to the game progress
information received by the game progress information receiver, and
displays the screen on a display device equipped in the computer; a
movement instruction input unit that, as the player who uses the computer
performs a predetermined operation on an input device equipped in the
computer, inputs a movement instruction for moving the player's own
player character; a special character information receiver that receives
special character information transmitted when the server apparatus
determines that a player character showing a special movement state is
included in the plurality of player characters; and a character movement
information transmitter that generates movement information according to
the movement instruction input from the movement instruction input unit,
and transmits the movement information to the server apparatus, the game
screen display including: a normal-mode screen display that generates a
screen according to the game progress information basing on the player
character of the player using the computer when the special character
information is not received by the special character information
receiver; and a special-mode screen display that generates a screen
according to the game progress information basing on the player character
showing the special movement state according to the special character
information when the special character information is received by the
special character information receiver.

Description:

CROSS-REFERENCE TO RELATED APPLICATION

[0001] The present disclosure relates to subject matter contained in
Japanese Patent Application No. 2011-006051, filed on Jan. 14, 2011, the
disclosure of which is expressly incorporated herein by reference in its
entirety.

BACKGROUND OF THE INVENTION

[0002] 1. Field of the Invention

[0003] The present invention relates to a network game in which a
plurality of players participate to progress with the game, and, more
particularly, to displaying of a screen showing the progress of a game on
a terminal apparatus used by each player.

[0004] 2. Description of the Related Art

[0005] The recent advancement on the network technology has made network
games (online games) vivid in each of which a plurality of players
participate to progress with the game. A system that executes a network
game includes a server apparatus which is managed by one who runs the
network game, and client devices of individual players which are
connectable to the server apparatus over a network such as the Internet.

[0006] An RPG (Role Playing Game) among the network games progresses as
multiple players participate in the game at the same time so that their
player characters cooperate with one another to battle with an opponent
character, or the players make their player characters battle with one
another. Recently, an MMORPG (Massively Multiplayer Online RPG) which
permits participation of more players is also provided.

[0007] In a network game, each client apparatus displays a game screen on
its display device. The player of each client apparatus operates an input
device to move his/her own player character. As disclosed in Japanese
Patent Application Laid-Open Publication No. 2008-113696, the game screen
to be displayed on each client apparatus is conventionally generated on
the basis of the player character of the player using the client
apparatus.

[0008] Among players who participate in a network game, there are quite a
few players who want to stand out most (who want to make their own player
characters standing out most) in the game. Since such a player generally
tends to make his/her own player character perform a showy movement as
compared to other players, the movement of this player often greatly
influences the progress of the game.

[0009] However, when a player is attempting to participate in a network
game and move his/her own player character, the screen displayed on each
client apparatus in the network game is generated on the basis of the
player character of the player's own player character, except for a case
where the player is watching a movie which is displayed before a special
event starts.

[0010] Accordingly, the player may not be able to see the movement of
another player character which significantly influences the progress of
the game. This brings about a problem that the lively feeling of the game
is not enhanced. Even if a player makes his/her own player character make
a showy movement which significantly influences the progress of the game,
other players may not see the movement. In other words, the desire of a
player who wants to stand out in a game may not be fulfilled in some
cases.

SUMMARY OF THE INVENTION

[0011] Accordingly, it is an object of the present invention to permit
attention of each player in a network game to focus on a player character
showing a special movement state, thereby enhancing the lively feeling of
the game.

[0012] To achieve the object, according to a first aspect of the
invention, there is provided a network game system including a server
apparatus, and a plurality of terminal apparatuses connected to the
server apparatus over a network, wherein each of players who respectively
use the terminal apparatuses manipulates a player's own player character
to participate in a game provided by the server apparatus.

[0013] The server apparatus includes a character movement information
receiver that receives character movement information transmitted from
each of the plurality of terminal apparatuses. The server apparatus
further includes a special character determining unit that determines
whether presence of a player character showing a predetermined special
movement state is identified by the character movement information
received by the character movement information receiver from each of the
plurality of terminal apparatuses. The server apparatus further includes
a special character information transmitter that, when the special
character determining unit determines that there is a player character
showing a special movement state, transmits special character information
for displaying a screen basing on the player character showing the
special movement state to each of the plurality of terminal apparatuses.
The server apparatus further includes a game progressing unit that moves
the player character corresponding to each of the plurality of terminal
apparatuses according to the character movement information received by
the character movement information receiver to progress with the game.
The server apparatus further includes a game progress information
transmitter that transmits game progress information indicating a
progress state of the game progressed by the game progressing unit to
each of the plurality of terminal apparatuses.

[0014] Each of the plurality of terminal apparatuses includes a game
progress information receiver that receives the game progress information
transmitted from the game progress information transmitter. Each terminal
apparatus further includes a game screen display that generates a screen
according to the game progress information received by the game progress
information receiver, and displays the screen on a display device
equipped in the terminal apparatus. Each terminal apparatus further
includes a movement instruction input unit that, as the player who uses
the terminal apparatus performs a predetermined operation on an input
device equipped in the terminal apparatus, inputs a movement instruction
for moving the player's own player character. Each terminal apparatus
further includes a special character information receiver that receives
the special character information transmitted from the special character
information transmitter. Each terminal apparatus further includes a
character movement information transmitter that generates movement
information according to the movement instruction input from the movement
instruction input unit, and transmits the movement information to the
server apparatus to be received by the character movement information
receiver.

[0015] The game screen display includes a normal-mode screen display that
generates a screen according to the game progress information basing on
the player character of the player using the terminal apparatus when the
special character information is not received by the special character
information receiver. The game screen display further includes a
special-mode screen display that generates a screen according to the game
progress information basing on the player character showing the special
movement state according to the special character information when the
special character information is received by the special character
information receiver.

[0016] According to the network game system, a plurality of player
characters corresponding to players who respectively use a plurality of
terminal apparatuses participate in a game. Each terminal apparatus
generates a screen according to the progress of the game transmitted from
the server apparatus according to the progress of the game, and displays
the screen on the display device equipped in the terminal apparatus. A
screen to be displayed on the display device of each terminal apparatus
is normally generated on the basis of the player character of the player
using this terminal apparatus.

[0017] Each player character which is caused to participate in a game is
moved according to a movement instruction input from the input device by
the player using the corresponding terminal apparatus. A player character
whose movement state becomes a predetermined special movement state
(e.g., a state of making a special move in a battle) in response to the
movement instruction input by the player of the player character may
appear in player characters corresponding to a plurality of terminal
apparatuses.

[0018] The server apparatus determines whether there is a player character
showing such a special movement state, and transmits special character
information for displaying a screen basing on the player character
showing the special movement state. When each terminal apparatus receives
special character information due to the presence of a player character
showing a special movement state, regardless of whether this player
character is the player character of the terminal apparatus or not, the
terminal apparatus generates a screen basing on the player character in
the special movement state, and displays the screen on the display
device.

[0019] Accordingly, when a player character showing a special movement
state significantly influences the progress of the game, particularly,
all the players watch the player character in the special movement state
on their screens, enhancing the lively feeling of the game. A player who
has input a movement instruction from the input device to set his/her own
player character in a special movement state can cause other players to
watch the special movement of the player's own player character, which
fulfills the desire of the player who wants to stand out most (who wants
to make player's own player character standing out most) in the game. To
achieve the object, a game apparatus according to a second aspect of the
invention is a game apparatus connected over a network to a server
apparatus providing a game which progresses with a plurality of players
manipulating player characters thereof to manipulate the player
characters of the players.

[0020] The game apparatus includes a game progress information receiver
that receives game progress information transmitted from the server
apparatus and indicating a progress state of the game according to a
state of movement of the player character corresponding to each of the
plurality of players. The game apparatus includes a game screen display
that generates a screen according to the game progress information
received by the game progress information receiver, and displays the
screen on a display device of the game apparatus. The game apparatus
further includes a movement instruction input unit that, as the player
who uses the game apparatus performs a predetermined operation on an
input device of the game apparatus, inputs a movement instruction for
moving the player's own player character. The game apparatus further
includes a special character information receiver that receives special
character information transmitted when the server apparatus determines
that a player character showing a special movement state is included in
the plurality of player characters. The game apparatus further includes a
character movement information transmitter that generates movement
information according to the movement instruction input from the movement
instruction input unit, and transmits the movement information to the
server apparatus.

[0021] The game screen display includes a normal-mode screen display that
generates a screen according to the game progress information basing on
the player character of the player using the game apparatus when the
special character information is not received by the special character
information receiver. The game screen display further includes a
special-mode screen display that generates a screen according to the game
progress information basing on the player character showing the special
movement state according to the special character information when the
special character information is received by the special character
information receiver.

[0022] To achieve the object, a recording medium according to a third
aspect of the invention is a computer readable recording medium recording
a program which is executed by a computer connected over a network to a
server apparatus providing a game which progresses with a plurality of
players manipulating player characters thereof to manipulate the player
characters of the players.

[0023] The program allows the computer to function as a game progress
information receiver that receives game progress information transmitted
from the server apparatus and indicating a progress state of the game
according to a state of movement of the player character corresponding to
each of the plurality of players. The program also allows the computer to
function as a game screen display that generates a screen according to
the game progress information received by the game progress information
receiver, and displays the screen on a display device equipped in the
computer. The program further allows the computer to function as a
movement instruction input unit that, as the player who uses the computer
performs a predetermined operation on an input device equipped in the
computer, inputs a movement instruction for moving the player's own
player character. The program further allows the computer to function as
a special character information receiver that receives special character
information transmitted when the server apparatus determines that a
player character showing a special movement state is included in the
plurality of player characters. The program further allows the computer
to function as a character movement information transmitter that
generates movement information according to the movement instruction
input from the movement instruction input unit, and transmits the
movement information to the server apparatus.

[0024] The game screen display includes a normal-mode screen display that
generates a screen according to the game progress information basing on
the player character of the player using the computer when the special
character information is not received by the special character
information receiver. The game screen display further includes a
special-mode screen display that generates a screen according to the game
progress information basing on the player character showing the special
movement state according to the special character information when the
special character information is received by the special character
information receiver.

BRIEF DESCRIPTION OF THE DRAWINGS

[0025]FIG. 1 is a block diagram showing the configuration of a network
game system according to an embodiment of the invention.

[0026]FIG. 2 is a block diagram showing the configuration of a video game
apparatus shown in FIG. 1.

[0027]FIG. 3 is a block diagram showing the configuration of a server
apparatus shown in FIG. 1.

[0028]FIG. 4 is a diagram exemplarily illustrating a process of
displaying perspectively transformed virtual three-dimensional space
containing a player character.

[0029]FIG. 5A is a diagram showing a party management table which is
managed by the server apparatus shown in FIGS. 1 and 3.

[0030]FIG. 5B is a diagram showing a character management table which is
managed by the server apparatus shown in FIGS. 1 and 3.

[0031]FIG. 6 is a flowchart illustrating a routine which is executed by
the video game apparatus.

[0032]FIG. 7 is a flowchart illustrating a routine which is executed by
the server apparatus.

[0033] FIGS. 8A to BE are diagrams showing specific examples of display
screens during a battle between a video game apparatus A and a video game
apparatus B.

BEST MODE FOR CARRYING OUT THE INVENTION

[0034] An embodiment of the invention will now be described with reference
to the accompanying drawings.

[0035]FIG. 1 is a block diagram showing the general configuration of a
network system where a network game according to this embodiment is
played. As illustrated, the network system includes a plurality of video
game apparatuses 100 connected to a server apparatus 200 over a network
151 like the Internet.

[0036] In a game which is applied to this network game system, each player
who uses the video game apparatus 100 moves his/her own player character
(hereinafter referred to as "player's own player character") on a field
formed in virtual space (game space) common to all the players. Each
player forms a party composed of the player's own player character and
player characters which are moved by other players (hereinafter referred
to as "other player characters"). The game progresses party by party.

[0037] When the party moves on a field and reaches a predetermined point
in the progress of the game, the party battles with an opponent character
encountered there. The individual player characters belonging to the
party can get an experience value by defeating the opponent character in
the battle. The acquisition of the experience value can allow each player
to power up the player's own player character, so that the player can
defeat a stronger opponent character.

[0038]FIG. 2 is a block diagram showing the configuration of the video
game apparatus 100 shown in FIG. 1. As illustrated, the video game
apparatus 100 has a main body 101 as its main unit. The main body 101
includes a control unit 103, a RAM (Random Access Memory) 105, a hard
disk drive (HDD) 107, a sound processor 109, a graphics processor 111, a
DVD/CD-ROM drive 113, a communication interface 115, and an interface
unit 117, all of which are connected to an internal bus 119.

[0039] The sound processor 109 of the main body 101 is connected to a
sound output device 125 or a speaker, and the graphics processor 111 is
connected to a display device 121 having a display screen 122. A
recording medium (in this embodiment, DVD-ROM or CD-ROM) 131 is mountable
in the DVD/CD-ROM drive 113. The communication interface 115 is connected
to the network 151. A light emitting unit 160, a reception unit 161, and
a memory card 162 are connected to the interface unit 117.

[0040] The control unit 103 includes a CPU (Central Processing Unit), and
a ROM (Read Only Memory), and executes a program stored in the HDD 107 or
on the recording medium 131 to control the main body 101. The control
unit 103 includes an internal timer. The RAM 105 is used as a work area
for the control unit 103. The HDD 107 is a storage area for storing
programs and data. When instructed to output sounds by a program which is
being executed by the control unit 103, the sound processor 109
interprets the instruction and outputs sound signals to the sound output
device 125.

[0041] The graphics processor 111 maps image data in a frame memory 112
(which is shown outside the graphics processor 111 in FIG. 2 but is
actually provided in a RAM included in a chip composing the graphics
processor 111) in accordance with a drawing instruction output from the
control unit 103, and outputs video signals to display images on the
display screen 122 of the display device 121. One frame time of images in
the video signals output from the graphics processor 111 is, for example,
1/30 sec. There are two sets of frame memories 112, one for writing and
the other for reading, which are switched from one to the other for each
frame period.

[0042] The DVD/CD-ROM drive 113 reads out programs and data from the
recording medium 131. The communication interface 115 is connected to the
network 151 to communicate with other computers. The light emitting unit
160 includes a plurality of LEDs having light irradiating directions
different from one another, and is located in a position having a
predetermined relation with the display device 121 (above or under the
display device 121).

[0043] The input device 163 includes a light receiver 163a, an
acceleration sensor 163b, and a transmission unit 163c. The light
receiver 163a receives light emitted from each LED included in the light
emitting unit 160. The number and positions of LEDs whose lights can be
received by the light receiver 163a vary depending on the direction of
the input device 163. The acceleration sensor 163b includes a multi-axis
acceleration sensor having three or more axes, and detects the
inclination and three-dimensional motion of the input device 163. The
input device 163 has directional keys and a plurality of operation
buttons.

[0044] The transmission unit 163c transmits an infrared signal according
to the condition of the input device 163, more specifically, an infrared
signal according to the light receiver 163a, the inclination of the input
device 163, the direction and speed of the motion of the input device 163
which are detected by the acceleration sensor 163b, and inputs from the
directional keys and the operation buttons of the input device 163. The
infrared signal transmitted from the transmission unit 163c is received
by the reception unit 161 as input data from the input device 163.

[0045] The input device 163 is used to perform a predetermined process,
such as moving a player character (to be described later) by operating
the directional keys. The directional keys are also used to move a
cursor, and the operation buttons are used input predetermined
instructions. The action of a player character (to be described later) is
sequentially selected by the player operating the directional keys, and
the selection is set by operating a specific operation button. A special
move which gives a stronger damage than the damage given by a normal
attack on an opponent character in a battle is affected by a combination
of operations of the input device 163. The player character which has
made a special move makes a more showy action, such as making a big
jumping, than that made in the normal attack. This special move will be
further described later.

[0046] The interface unit 117 outputs input data received by the input
unit 161 to the RAM 105. The control unit 103 interprets the input data
and performs an arithmetic operation. In response to an instruction from
the control unit 103, the interface unit 117 stores data representing the
progress state of the game stored in the RAM 105 in the memory card 162,
and reads out data on the game stored in the memory card 162 at the time
the game has been suspended, and transfers the data to the RAM 105.

[0047] The programs and data for playing the game on the video game
apparatus 100 are initially stored in, for example, the recording medium
131. The data stored in the recording medium 131 includes graphic data
for creating objects present in the game space (the field formed in the
game space, the player's own player character, other player characters,
the opponent characters). The programs and data which are stored in the
recording medium 131 are read out by the DVD/CD-ROM drive 113 and are
loaded onto the RAM 105 at the time of execution. The control unit 103
processes the programs and data loaded onto the RAM 105, outputs a
drawing instruction to the graphics processor 111, and outputs a sound
output instruction to the sound processor 109. Intermediate data which is
produced while the control unit 103 is performing the processing is
stored in the RAM 105.

[0048]FIG. 3 is a block diagram showing the configuration of the server
apparatus 200 shown in FIG. 1. As shown, the server apparatus 200 has a
main body 201 as its main unit. The main body 201 includes a control unit
203, a RAM 205, a hard disk drive (HDD) 207, a DVD/CD-ROM drive 213, and
a communication interface 215, all of which are connected to an internal
bus 219. A recording medium (DVD-ROM or CD-ROM) 231 is mounted in the
DVD/CD-ROM drive 213.

[0049] The control unit 203 includes a CPU and a ROM, and executes a
program stored in the HDD 207 or on the recording medium 231 to control
the server apparatus 200. The control unit 203 includes an internal timer
that measures a current time. The RAM 205 is used as a work area for the
control unit 203. The HDD 207 is a storage area for storing programs or
data. The communication interface 215 is connected to the network 151 to
communicate with each video game apparatus 100.

[0050] The programs and data for playing a network game on the server
apparatus 200 are initially stored in, for example, the recording medium
231, and are installed in the HDD 207 therefrom. The programs and data
are read out from the HDD 207 and are loaded onto the RAM 205 at the time
of execution. The control unit 203 processes the programs and data loaded
onto the RAM 205, and progresses with the network game based on data
transmitted from each video game apparatus 100. Intermediate data which
is produced while the control unit 203 is performing the processing is
stored in the RAM 205.

[0051] In the network game according to this embodiment, a field is formed
in virtual three-dimensional space as space where player characters move,
each player moves the player's own player character on the field by
operating the input device 163 to thereby progress with the game. A
position in the virtual three-dimensional space where the field is formed
is uniquely specified by coordinates in a world coordinate system (X, Y,
Z). Graphic data of each object present on the field is formed by a
plurality of polygons with vertices whose coordinates are indicated by
coordinates in the world coordinate system.

[0052] A player character is formed by a plurality of polygons with
vertices whose coordinates are indicated by coordinates in a local
coordinate system (x, y, z). A substantially center point of a player
character is set as a reference point. The position of a player character
in the virtual three-dimensional space is indicated by the coordinates of
the reference point in the world coordinate system. The direction of a
player character is represented by angles formed by individual axes of
the local coordinate system to the respective axes of the world
coordinate system.

[0053] At the time of performing a display process, the coordinates of the
characteristic points of every object (vertices of each polygon) included
in a visible range are converted to coordinates in the world coordinate
system. The moving direction of a player character is decided based on
the positional relation between the position of the player character in
the current frame period and the position of the player character in the
previous frame period.

[0054] How characters in the virtual three-dimensional space including the
player characters of the individual players move in the space is
displayed on the display screen 122 through perspective transformation of
the virtual three-dimensional space with a virtual camera, and is
identified by the individual players. FIG. 4 exemplarily illustrates how
the perspective transformation takes place. A virtual camera 301 is
placed in the virtual three-dimensional space, and an image projected on
a virtual screen 302 is an image to be displayed on the display screen
122.

[0055] The position of the virtual camera 301 is a viewpoint 303, the
direction of the virtual camera 301 is a visual axis 304, and a region
formed by four lines connecting the viewpoint 303 to the vertices of the
virtual screen 302 at the four corners is a visual field 305. The size of
the virtual screen 302 is fixed, so that with the width of the visual
field 305 set, the position of the virtual screen 302 is decided, while
with the position of the virtual screen 302 set, the width of the visual
field 305 is decided.

[0056] Since the visual axis 304 passes through the center point of the
virtual screen 302, a reference point (reference position of a player
character 300 herein) always comes to the center point of the display
screen. A clip surface 306 is set at a predetermined distance from the
viewpoint 303 in the direction of the visual axis 304, so that a clipping
range or a range in the virtual three-dimensional space where an image is
generated through perspective transformation (i.e., visible range) ranges
from the virtual screen 302 to the clip surface 306 in the range of the
visual field 305.

[0057] The player character 300 serving as a reference point becomes
another player character which is making a special move when the video
game apparatus 100 is receiving exclusive camera information (by which
another player character which is making a special move can be specified)
transmitted from the server apparatus 200 while the other player
character is making the special move. Otherwise, the player character 300
to be a reference point is the player's own player character which is
manipulated by the player using each respective video game apparatus 100.

[0058] As apparent from the above, the coordinate system that is used to
project an image on the virtual screen 302 is a viewpoint coordinate
system (X', Y', Z'), and the direction of the visual axis 304 is the Z'
axis of the viewpoint coordinate system. Coordinates in the world
coordinate system (including coordinates converted from coordinates in
the local coordinate system) are converted to coordinates in the
viewpoint coordinate system after which a process for perspective
transformation including a process of deleting a hidden screen to be
discussed next is carried out.

[0059] In case of generating an image projected on the virtual screen 302
through perspective transformation, it is necessary to a hidden-screen
deletion of deleting a screen which is hidden due to presence of another
object on a front screen. A Z-buffer method is used herein as the method
for the hidden-screen deletion. After converting coordinates in the world
coordinate system to coordinates in the viewpoint coordinate system, the
control unit 103 sends the coordinates of the individual characteristic
points and a drawing instruction to the graphics processor 111. Based on
the drawing instruction, the graphics processor 111 updates the value of
the Z buffer so as to leave data (values of Z') of points on the front
screen (small points with the Z' coordinates) for the individual
characteristic points, and maps image data into the frame memory 112 for
the points every time the values are updated.

[0060] The perspective transformation should be premised on that the
position of the viewpoint 303 of the virtual camera 301, the direction of
the visual axis 304, the size of the visual field 305 (distance from the
viewpoint 303 to the virtual screen 302), and the distance from the
viewpoint 303 to the clip surface 306 (hereinafter called "clipping
distance") have been decided. The position of the virtual screen 302 is
naturally determined once those parameters are decided.

[0061] When the video game apparatus 100 is not receiving exclusive camera
information, the position of the viewpoint 303 is kept at a given
distance from the player's own player character in a predetermined
direction, and moves following up the movement of the player character
300. The direction of the visual axis 304 is set constant so as to always
face the reference point of the player's own player character. It is
assumed that the size of the visual field 305 and the clipping distance
are basically set to the same size.

[0062] When the video game apparatus 100 is receiving exclusive camera
information, the position of the viewpoint 303 moves to a position
indicated by the exclusive camera information (this position is kept at a
given distance from another player character making a special move in a
predetermined direction, and moves following up the movement of this
another player until termination of the special move). The direction of
the visual axis 304 is set constant so as to always face the reference
point of the special-move making player character. It is assumed that the
size of the visual field 305 and the clipping distance are basically set
to the same size.

[0063] In the game provided by the network game system according to the
embodiment, the player character 300 which becomes a reference to control
the virtual camera 301 is decided, and deciding this position permits the
range of the virtual three-dimensional space to be displayed on the
display screen 122 to be uniquely determined. The positions and
operational states of player characters including the player character
300 in the game space are managed by the server apparatus 200 as will be
described later.

[0064] To progress with the network game according to the embodiment, data
which is managed by the server apparatus 200 will be described. FIGS. 5A
and 5B show tables which are managed by the server apparatus 200 to play
the network game according to the embodiment. FIG. 5A shows a party
management table 400 managing states for the individual parties present
in the network game according to the embodiment. FIG. 5B shows a
character management table 410 which is generated for each party to
manage the positions, the movement states, etc. of player characters
which form the party.

[0065] The party management table 400 shown in FIG. 5A stores a party ID
401, a participant character ID 402, and a battle flag 403 for each
party. The party ID 401 is identification information for uniquely
identifying each party present on the field. The participant character ID
402 includes all character IDs (to be described later) forming the party.

[0066] The battle flag 403 indicates whether the party is bound by a
process relating to a battle. The battle flag 403 is ON (1) when the
party is engaging with a battle, and is OFF (0) otherwise.

[0067] The character management table 410 shown in FIG. 5B stores at least
a character ID 411, a destination address 412, name information 413,
position information 414, movement state information 415, and HP
information 416 for each of player characters forming a party. The
character ID 411 is identification information for uniquely identifying
each player character present on a field. The destination address 412 is
an IP address assigned to specify a video game apparatus 100 which
manipulates an individual player character. The name information 413 is
used as information to display the name of a player character on the
display screen 122.

[0068] The position information 414 indicates the position of a player
character on a field or a battle field. The movement state information
415 indicates in what movement state (mode which is changed by movement)
a player character is, and is updated according to movement information
transmitted from each video game apparatus 100. While the player
character is making a special move, the movement information is added
with information indicating such a movement.

[0069] The HP information 416 indicates the value of HP of the player
character (value of capability indicating a survival value of each player
character in the game space, and normally, the game cannot continue when
the value becomes "0"). Although HP is increased/decreased according to
the progress of the game, HP information 416 is not changed while another
player character is making a special move (the HP information 416 of the
player character making a special move may be changed).

[0070] Because data managed by the video game apparatus 100 does not
contain data characterizing the invention except for data received from
the server apparatus 200 (which is temporarily stored in the RAM 105),
its detailed description will not be given. When exclusive camera
information is stored in the RAM 105 as data received from the server
apparatus 200, however, control on the virtual camera 301 is changed
according to the exclusive camera information.

[0071] In the network game system according to the embodiment, in
accordance with a movement instruction input (it is input by, for
example, selecting a movement item from a menu operating the directional
keys and setting the input operating a "O" button) through the input
device 163 by a player using each video game apparatus 100, the control
unit 103 specifies the movement state of the player character of the
player, and transmits movement information indicative of the specified
movement state to the server apparatus 200. When the specified movement
state is a movement state at any point of time from the initiation of a
special move to the end thereof, the movement information is added with
information indicative of the special move.

[0072] For each party, game progress information indicating the position
and movement state of each player character belonging to the party and
the position and movement state of each non-player character (including
each opponent character) against which the party is battling is
transmitted to each video game apparatus 100 from the server apparatus
200. When a player character making a special move is present in the
party (regardless of whether it is the player's own player character or
another player character), exclusive camera information (e.g., the ID of
this player character and information on the position at which the
virtual camera 301 is controlled) for controlling the virtual camera 301
based on the player character making the special move is added to the
game progress information.

[0073] The video game apparatus 100 acquires game progress information
transmitted from the server apparatus 200 every frame period (but
re-acquires game progress information of the previous frame when failing
the acquisition of the game progress information). When exclusive camera
information is not added to the game progress information, the video game
apparatus 100 controls the virtual camera 301 based on the player
character corresponding to this video game apparatus 100, and receives
the movement instruction input from the input device 163.

[0074] When exclusive camera information is added to the acquired game
progress information, the video game apparatus 100 controls the virtual
camera 301 based on the player character specified by the exclusive
camera information, not the player character corresponding to this video
game apparatus 100, and does not receive the movement instruction input
from the input device 163. In other words, when exclusive camera
information is added, i.e., when there is another player character making
a special move, a screen basing on the player's own player character is
switched to a screen basing on this special-move making player character.
At the time of switching the screen basing on the player's own player
character to the screen basing on the special-move making player
character, a predetermined transition screen is displayed for a given
period of time. A predetermined transition screen is likewise displayed
for a given period of time when switching a screen basing on a
special-move making player character to a screen basing on the player's
own player character.

[0075] While the network game system according to the embodiment presents
a player character making a special move with a predetermined effect
display (e.g., displaying a flare around the player character),
information indicating what effect display will be taken is included in
the game progress information. When there is a player character making a
special move in the party, therefore, the same screen is displayed on the
display devices 121 of the video game apparatuses 100 excluding a case
where a transition screen is displayed (excluding the video game
apparatus 100 whose player's own player character is the player character
making a special move).

[0076] The following will describe routines which are carried out by the
network game system according to the embodiment. FIG. 6 is a flowchart
illustrating a routine which is executed by the video game apparatus 100.
FIG. 7 is a flowchart illustrating a routine which is executed by the
server apparatus 200. The routine which is carried out by the video game
apparatus 100 includes processes other than the steps illustrated in the
flowchart in FIG. 6, and the routine which is carried out by the server
apparatus 200 includes processes other than the steps illustrated in the
flowchart in FIG. 7. FIGS. 6 and 7 illustrate steps which are executed
particularly in connection with the invention, steps which are executed
in manners similar to the conventional manners may be omitted.

[0077] The control unit 103 of the video game apparatus 100 carries out
the routine of the flowchart illustrated in FIG. 6 every frame period.
The control unit 103 fetches game progress information, transmitted from
the server apparatus 200 and saved in the reception buffer in the RAM
105, into a predetermined area in the RAM 105 before the frame period
starts (step S101). When the acquisition of the game progress information
has failed before the start of the frame period, the control unit 103
proceeds with the routine assuming that the game progress information
fetched in the predetermined area in the RAM 105 in the previous frame
period has been fetched therein.

[0078] The control unit 103 determines whether exclusive camera
information is added to the game progress information acquired in step
S101 (step S102). When the exclusive camera information is added to the
game progress information, the control unit 103 proceeds to a process in
step S105 directly. When the exclusive camera information is not added to
the game progress information, the control unit 103 determines whether
the an movement instruction on the player's own player character is input
from the input device 163 before the frame period starts (step S103).
When no movement instruction is input, the control unit 103 proceeds to a
process in step S105 directly.

[0079] When a movement instruction is input, the control unit 103 accepts
the movement instruction and stores it in the predetermined area in the
RAM 105 (step S104). The movement instruction stored in the RAM 105 is
kept stored in the RAM 105 until the entire movement of the player's own
player character based on the movement instruction is completed. Then,
the control unit 103 proceeds to the process in step S105.

[0080] In step S105, the control unit 103 specifies the movement state of
the player's own player character according to the game progress
information stored in the RAM 105 in the present frame period and the
movement instruction stored in the RAM 105. If a movement instruction is
stored in the present frame period for the first time, the control unit
103 causes the player's own player character to start the movement
according to the movement instruction. When a movement instruction
corresponding to the movement which has already started is still stored
in the RAM 105, the control unit 103 causes the player's own player
character to continue the movement according to the movement instruction.

[0081] When exclusive camera information is added to the game progress
information stored in step S101, a movement instruction, even when input
from the input device 163, is not fetched, so that the control unit 103
does not cause the player's own player character to start the movement.
When the movement instruction fetched in the previous frame period or
earlier is stored in the RAM 105, the control unit 103 continues the
movement of the player's own player character according to the movement
instruction.

[0082] Next, the control unit 103 causes the communication interface 115
to transmit movement information indicative of the specified movement of
the player's own player character and the position of the player's own
player character to the server apparatus 200 over the network 151 (step
S106).

[0083] The control unit 103 determines again whether exclusive camera
information is added to the game progress information acquired in step
S101 (step S107). When the exclusive camera information is not added to
the game progress information, the control unit 103 controls the virtual
camera 301 according to the position and movement state of the player's
own player character indicated by the game progress information. More
specifically, the control unit 103 sets the position of the viewpoint 303
of the virtual camera 301 in a predetermined position which is determined
according to the position of the player's own player character, and sets
the direction of the visual axis 304 of the virtual camera 301 using the
reference point of the player's own player character as a reference point
(step S108). Accordingly, the position of the virtual screen 302 and
position of the clip surface 306 are uniquely determined. Then, the
control unit 103 proceeds to a process in step S110.

[0084] When the exclusive camera information is added to the game progress
information, the control unit 103 controls the virtual camera 301
according to the exclusive camera information added to the game progress
information. More specifically, the control unit 103 sets the position of
the viewpoint 303 of the virtual camera 301 in a predetermined position
which is determined according to the position of a player character
(player's own player character or another player character) indicated by
the exclusive camera information and sets the direction of the visual
axis 304 of the virtual camera 301 using the reference point of the
player character as a reference point (step S109). Accordingly, the
position of the virtual screen 302 and position of the clip surface 306
are uniquely determined. Then, the control unit 103 proceeds to the
process in step S110.

[0085] In step S110, the control unit 103 generates a display screen 122
according to the game progress information acquired in step S101
(actually, a screen to be displayed on the display device 121 in a next
frame or any subsequent frame). More specifically, the control unit 103
perspectively transforms each object present in the virtual space (the
player's own player character and other player characters included in the
visible range, and the terrain of a field, and an object for an effect
display) on the virtual screen 302, converts the coordinates of the
vertices of each polygon forming each of the objects to the coordinates
in the viewpoint coordinate system. The control unit 103 outputs a
drawing instruction together with information of each polygon forming
each of the objects (including the converted coordinates in the viewpoint
coordinate system) to the graphics processor 111. The routine that is
carried out by the control unit 103 of the video game apparatus 100 in
the present frame period is terminated.

[0086] The graphics processor 111 which has received the drawing
instruction from the control unit 103 maps the image of each polygon,
provided together with the drawing instruction, into the frame memory 112
by referring to the Z buffer. The graphics processor 111 reads an image
mapped into the frame memory 112 every frame period, and outputs a video
signal which is the read image added with a sync signal to the display
device 121. As a result, a game image showing the player's own player
character (when there is no exclusive camera information) or a player
character making a special move (when there is exclusive camera
information) positioned in the center of the display screen 122 is
displayed.

[0087] The control unit 203 of the server apparatus 200 carries out the
routine of the flowchart illustrated in FIG. 7 every frame period (the
time interval as one frame period in the video game apparatus 100). The
control unit 203 fetches game progress information, transmitted from the
video game apparatus 100 and saved in the reception buffer in the RAM
205, into a predetermined area in the RAM 205 before the frame period
starts (step S201). The control unit 203 updates the position information
414 and movement state information 415 of each player character in the
table in FIG. 5B (step S202).

[0088] The control unit 203 determines for each party whether there is a
player character making a special move (step S203). With regard to a
party which does not have a player character making a special move, the
control unit 203 proceeds to a process in step S205 without setting the
exclusive camera. With regard to a party which has a player character
making a special move, the control unit 203 sets the exclusive camera
according to the player character making the special move, and
temporarily saves information indicative of the setting (step S204).
Then, the control unit 203 proceeds to the process in step S205.

[0089] In step S205, for each party, the control unit 203 generates game
progress information indicating the position and movement state of each
player character belonging to the party, and further indicating the
position and movement state of a non-player character present near the
party. With regard to a party which has a player character making a
special move, exclusive camera information according to the exclusive
camera set in step S204 is included in the game progress information. The
control unit 203 transmits the generated game progress information to
each video game apparatus 100. The game progress information to be
transmitted is for the party in which the player character of the player
using each video game apparatus 100 is present. The routine that is
carried out by the control unit 203 of the server apparatus 200 in the
present frame period is terminated.

[0090] The following will explain, by way of a specific example, display
images in a battle which are displayed on the display screen 122 of the
video game apparatus 100 constituting the network game system according
to the embodiment, particularly, display images when one of the players
makes a special move in a battle. FIGS. 8A to BE are diagrams showing
specific examples of display screens of individual video game apparatuses
100 during a battle.

[0091] In this example, it is assumed that there are four player
characters 301A to 301D forming a party, and the player character 301A
thereamong will make a special move in a battle with opponent characters
302A to 302C. Hereinafter, the video game apparatus 100 corresponding to
the player character which makes a special move is referred to as "video
game apparatus A", and a video game apparatus 100 corresponding to a
player character which does not make a special-move is referred to as
"video game apparatus B". Display screens 122A, 122B which are displayed
on the display devices 121 of the video game apparatuses A, B at the same
timing are shown time-sequentially in FIGS. 8A to 8E.

[0092] It is assumed that none of the player characters forming the party
have made a special move at the timing in FIG. 8A. The display screen
122A of the video game apparatus A shows an image showing a player
character 301A or the player's own player character of the player who
uses the video game apparatus A in the center (because the visual axis
304 of the virtual camera 301 is directed toward the player character
301A). The display screen 122B of the video game apparatus B shows an
image showing a player character 301B or the player's own player
character of the player who uses the video game apparatus B in the center
(because the visual axis 304 of the virtual camera 301 is directed toward
the player character 301B).

[0093] Suppose that the player of the video game apparatus A manipulates
the input device 163 to cause the player's own player character to start
a special move. The display screen 122A of the video game apparatus A
shows an image showing a player character 301A or the player's own player
character of the player who uses the video game apparatus A in the
center. The display screen 122B of the video game apparatus B shows a
transition screen for switching the image showing the player character
301B in the center to the image showing the player character 301A in the
center.

[0094] It is assumed that displaying the transition screen is terminated
at the timing in FIG. 8c, and the player character 301A or the player's
own player character of the player using the video game apparatus A
continues the special move which has started at the timing in FIG. 8B.
The display screen 122A of the video game apparatus A shows an image
showing the player character 301A or the player's own player character of
the player using the video game apparatus A in the center. Because the
game progress information transmitted from the server apparatus 200
includes exclusive camera information, the display screen 122B of the
video game apparatus B also shows an image showing the player character
301A in the center (due to the visual axis 304 of the virtual camera 301
being directed toward the player character 301A).

[0095] It is assumed that the player character 301A or the player's own
player character of the player using the video game apparatus A has
completed the special move which has started at the timing in FIG. 8D.
The display screen 122A of the video game apparatus A shows an image
showing the player character 301A or the player's own player character of
the player using the video game apparatus A in the center. The display
screen 122B of the video game apparatus B shows a transition screen for
switching the image showing the player character 301A in the center to
the image showing the player character 301B in the center.

[0096] Displaying the transition screen is terminated at the timing in
FIG. 8E. As in the case of FIG. 8A, the display screen 122A of the video
game apparatus A shows an image showing the player character 301A or the
player's own player character of the player using the video game
apparatus A in the center. The display screen 122B of the video game
apparatus B also shows an image showing the player character 301B or the
player's own player character of the player using the video game
apparatus B in the center.

[0097] In the network game system according to the embodiment, as
described above, a plurality of player characters respectively using a
video game apparatuses 100 participate in a game provided by the server
apparatus 200. Of the player characters participating in the game, two or
more player character form a party, and the player characters belonging
to the party cooperate with each other to battle with an opponent
character.

[0098] Each video game apparatus 100 generates a display screen 122
indicating the progress state of the game based on game progress
information which is transmitted from the server apparatus 200 every
frame period according to the progress state of the game, and displays
the display screen 122 on the display device 121. The display screen 122
to be displayed on the display device 121 of each video game apparatus
100 is normally a screen basing on the player character of the player
using the video game apparatus 100 (i.e., screen showing the player
character positioned in the center by directing the visual axis 304 of
the virtual camera 301 toward this player character).

[0099] Each player character which is caused to participate in the game
provided by the server apparatus 200 is moved according to a movement
instruction input from the input device 163 by the player who uses the
corresponding video game apparatus 100. Depending on the movement
instruction input by the player, the player character may make a special
move in a battle. Movement information including information on the
presence/absence of a special move is transmitted to the server apparatus
200 from each video game apparatus 100 to update the position information
414 and movement state information 415 of each player character stored in
the table in the server apparatus 200.

[0100] Referring to the movement state information 415 stored in the
table, the server apparatus 200 determines for each party whether there
is a player character making a special move. The server apparatus 200
transmits the game progress information including exclusive camera
information to each video game apparatus 100 of the player belonging to
the party which is determined to have a player character making a special
move. The exclusive camera information serves to specify a player
character making a special move in the party, and control the virtual
camera 301 according to the special-move making player character.

[0101] When there is a player character making a special move, not
necessarily the player's own player character, and thus each video game
apparatus 100 is receiving exclusive camera information, each video game
apparatus 100 displays a screen basing on the special-move making player
character (i.e., screen showing the special-move making player character
positioned in the center by directing the visual axis 304 of the virtual
camera 301 toward this player character) on the display device 121.

[0102] A special move is a more powerful attack on an opponent character
than a normal attack, and its action is more showy than the action of a
normal attack. A player character making a special move significantly
affects the progress of a battle, and the special-move making player
character being seen by every player in the same party increases the
lively feeling of the game. Since the player who has made the player's
own player character to make a special move by inputting an movement
instruction from the input device 163 can cause the other players in the
same party to see the special move with a showy action, the player's
desire to stand out most (to make the player's own player character stand
out) in the game is fulfilled.

[0103] The player character making a special move is provided with an
effect display like a flare, so that the other players can be caused to
see not only the action of a special move but also the effect display
accompanying the action, the lively feeling of the game is increased
further, not to mention that the player's desired to stand out in the
game is fulfilled.

[0104] While there is a player character making a special move, and a
screen basing on the player character who has made a special move is
displayed on the video game apparatuses 100 of all the players, a
movement instruction from the input device 163 is not accepted. This can
prevent the showy action of the special-move making player from being
interfered with the movements of the other player characters.

[0105] Because a movement instruction from the input device 163 for any
player character other than the player character who has made a special
move is not accepted, even if a screen basing on the player character who
has made a special move is displayed on the video game apparatus 100 of
each of the other players, hiding his/her own player character, the
operation on the video game apparatus 100 does not cause inconvenience.
While a screen basing on the player character who has made a special move
is displayed, the HP information 416 of each of the other player
characters than the special-move making player character is not changed.
Because the player's own player characters of the players who manipulate
the player characters other than the player character who has made the
special move will not be disabled to battle while the manipulation is
being disabled, those players may not have big complains about their own
player characters being disabled.

[0106] At the time of switching a screen basing on the player's own player
character to a screen basing on another player character making a special
move, or at the time of switching a screen basing on another player
character making a special move to a screen basing on the player's own
player character, a predetermined transition screen is displayed for a
given period of time. This can prevent any player who has experienced the
screen transition from feeling uncomfortable about an abrupt change in
the player character displayed in the center of the display screen 122.

[0107] The invention is not limited to the foregoing embodiment, and is
modifiable and applicable in various forms. Some modifications of the
embodiment which are applicable to the invention will be described blow.

[0108] According to the embodiment, an exclusive camera is set for a
player character making a special move in a party, and the video game
apparatuses 100 corresponding to all the player characters belonging to
the party to display a screen basing on the player character making the
special move. Of course, the criterion to select a player character for
which the exclusive camera is set is not limited to this criterion, and
the exclusive camera may be set for a player character which is in a some
sort of a special movement state.

[0109] When there is a player character which is making a predetermined
dance as the special movement state, for example, the exclusive camera
may be set for the player character making the predetermined dance. In
this case, the movements of other player characters than the player
character making the predetermined dance for which the exclusive camera
is set can be made to match the movement of the player character making
the predetermined dance for which the exclusive camera is set regardless
of the manipulation on the input devices 163 by the corresponding
players.

[0110] For example, player characters other than the player character
making a predetermined dance may dance as back dancers for the player
character making the predetermined dance (with exactly the same
choreography or with a choreography including different portions). The
player characters other than a player character making a predetermined
dance may cheer the player character making the predetermined dance.
Alternatively, the player characters other than a player character making
a predetermined dance may not make any special movement but see the
player character making the predetermined dance.

[0111] According to the embodiment, when there is a player character
making a special move in a party, and the video game apparatuses 100 of
the other players in the same party generate screens basing on the
special-move making player character, the HPs of the player characters
other than the special-move making player character are not changed. In
such a case, of course, the player characters other than the special-move
making player character cannot have their HPs changed, or can be made not
to be put at any disadvantage in the game. Even when there is a player
character making a special move in the party, the player characters other
than the special-move making player character may be made to get a
benefit, such as increasing the HP.

[0112] According to the embodiment, while an exclusive camera is set for a
player character making a special move in a party, and a screen basing on
the special-move making player character is displayed on the video game
apparatuses 100 corresponding to all the player characters belonging to
the party, a movement instruction input from the input device 163 is not
accepted. When there is a movement instruction already accepted, however,
the movement of the player character based thereon may be interrupted,
and the movement of this player character may be resumed when the special
move ends and the setting of the exclusive camera is released.
Alternatively, the movement instruction may be canceled so that the
movement of this player character may not be resumed upon termination of
the special move.

[0113] According to the embodiment, each video game apparatus 100
specifies the movement state of the player character corresponding to the
video game apparatus 100 based on the a movement instruction input from
the input device 163. Instead, each video game apparatus 100 may transmit
information indicating a movement instruction input from the input device
163 itself, and the server apparatus 200 upon reception thereof may
specify the movement state of each player character based on the received
movement instruction.

[0114] In this case, regarding a party which is determined to have a
player character making a special move, the control unit 203 of the
server apparatus 200 may be configured not to move a player character
other than the special-move making player character even when receiving
information indicative of a movement instruction corresponding to such a
player character. Even those player characters which are disabled to move
under such control can be set not to be put at a disadvantage like a
reduction in HP in the game.

[0115] According to the embodiment, control on the virtual camera 301 for
displaying a screen based on a player character which is making a special
move according to exclusive camera information on each video game
apparatus 100 in a party is determined beforehand. Control on the virtual
camera 301 when there is a player character making a special move in a
party may be previously designed so that how each player will make a
special move through an input from the input device 163, and may be
registered in the table in the server apparatus 200.

[0116] For example, when the player's own player character of the player A
makes a special move, the viewpoint 303 of the virtual camera 301 may be
set directly above the player's own player character. When the player's
own player character of the player B makes a special move, the viewpoint
of the virtual camera 301 may be set in front of the player's own player
character. Accordingly, when the player character of the player A is
making a special move, the video game apparatuses 100 of all the players
in the party display an image viewing the player's own player character
of the player A directly thereabove, and when the player's own player
character of the player B makes a special move, the video game
apparatuses 100 of all the players in the party display an image viewing
the player's own player character of the player B directly from the
front.

[0117] Even if the movement of a special move is the same between a case
where the player character of the player A is making a special move, and
a case where the player character of the player B is making a special
move, screens to be displayed on the individual video game apparatuses
100 in the same party differ from one another. This provides a variety of
display modes for screens of the game, thus increasing the enjoyment on
the screens. Because each player causes other players to see the movement
of the player's own player character according to his/her own preference,
the player's desire to stand out in the game can be satisfied more.

[0118] Control on the virtual camera 301 to display a screen basing on a
player character making a special move on each video game apparatus 100
according to exclusive camera information may be designed in such a way
that how each player is to perform when another player character makes a
special move by an input from the input device 163. In this case, it is
unnecessary to register the setting in the table in the server apparatus
200.

[0119] For example, the player A may set the position of the viewpoint 303
of the virtual camera 301 directly above the special-move making player
character. The player B may set the position of the viewpoint 303 of the
virtual camera 301 in front of the special-move making player character.
When the player character of the player C is making a special move, the
video game apparatus 100 of the player A displays an image viewing the
player character of the player C directly thereabove, and the video game
apparatus 100 of the player B displays an image viewing the player
character of the player C in front thereof.

[0120] Accordingly, each player sets a screen displayed on the display
device 121 to his/her own preferred screen, even when another player
character makes a special move so that a screen basing on the
special-move making player character, not the player's own player
character, is displayed on the display device 121, thus reducing
complaints if any resulting from no screen basing on the player's own
player character being displayed. Because the player of a player
character which has made a special move can cause other players to view a
screen basing on the player's own player character, though screens to be
displayed on the video game apparatuses 100 in the same party differ from
one another, the player's desired to stand out in the game can be
satisfied.

[0121] According to the embodiment, when exclusive camera information is
added to game progress information acquired in each frame period, the
control unit 103 of the video game apparatus 100 disregard movement
information on the player's own player character, if input from the input
device 163, and does not accept the input movement instruction. That is,
in a frame period where exclusive camera information is added to game
progress information, inputting of a movement instruction from the input
device 163 is made invalid.

[0122] By way of contrast, even in a frame period where exclusive camera
information is added to game progress information, inputting of a
movement instruction from the input device 163 may be accepted. In this
case, however, although the accepted movement instruction is stored in
the RAM 105, the movement state of the player's own player character is
not specified based on the movement instruction accepted in the frame
period where the exclusive camera information is added to the game
progress information, thus preventing movement information according to
the movement instruction from being transmitted to the server apparatus
200.

[0123] Upon reception of game progress information to which exclusive
camera information is not added in a new frame period (not just a next
frame period), the movement state of the player's own player character
should be specified based also on the movement instruction accepted in
the frame period where the exclusive camera information is added to the
game progress information, so that movement information according to the
movement instruction is transmitted to the server apparatus 200.

[0124] In other words, when a movement instruction is input from the input
device 163 in a frame period where exclusive camera information is added
to game progress information, the movement of the player's own player
character based on the movement instruction may be delayed until game
progress information which is not added with exclusive camera information
is received. Even in the case where the movement of the player's own
player character based on an input movement instruction is delayed, it is
possible not to put the player at a disadvantage such as reduction in HP
information 416, as in the case where inputting of a movement instruction
from the input device 163 is made invalid.

[0125] The embodiment of the invention has been described by way of
example where a three-dimensional game which generates a game screen
through perspective transformation of virtual three-dimensional space
with the virtual camera 301 directing the visual axis 304 toward the
player's own player character or another player character making a
special move according to the presence/absence of exclusive camera
information. The invention can however applied to a two-dimensional game
(including a two-dimensional game which can be viewed as a pseudo
three-dimensional game) which displays part of the two-dimensional game
as a game screen.

[0126] For example, when there is no player character which is making a
special move in a party in a two-dimensional game, each video game
apparatus 100 displays a region with a given area around the player's own
player character as a game screen. When there is a player character which
is making a special move in a party, every video game apparatus 100
corresponding to the party may display a region with a given area around
the special-move making player character as a game screen.

[0127] Although it is determined whether or not an exclusive camera is set
party by party in the foregoing embodiment, an entire game may be set as
a unit for determining whether or not to set an exclusive camera in a
game where the number of participants in the game is limited to a certain
number, such as a sports game or a fighting game, a game not one like RPG
where a large number of players participate. When a player character
which is in a special movement state like making a special move is
present, for example, all the video game apparatuses 100 which are used
by the individual players participating in the game may generate a screen
basing on the player character in the special movement state.

[0128] According to the embodiment, the video game apparatus 100 or a
dedicated game apparatus is used as a device which becomes the platform
to play a video game. According to the invention, however, a
general-purpose personal computer or the like which includes components
similar to those of the video game apparatus 100 and has a network
connecting capability may be constructed a platform. A portable game
apparatus (including a cellular phone having a capability of running
applications) which is configured to have the display device 121 and the
sound output device 125 accommodated in the same casing as the casing of
the main body 101.

[0129] A semiconductor memory card may be adopted as the recording medium
131 in place of a DVD-ROM or CD-ROM. A card slot where the memory card is
inserted may be provided in place of the DVD/CD-ROM drive 113. In case of
a general-purpose personal computer, the program and data according to
the invention may be provided in the form of being prestored on the HDD
107, not stored in the recording medium 131. Any recording medium may be
optionally used to store and provide the program and data according to
the invention according to the physical form of the hardware and the
distribution form.

[0130] According to the embodiment, the program and data for the video
game apparatus 100 are stored in the recording medium 131 for
distribution. Instead, the program and data may be stored on a fixed disk
apparatus included in the server apparatus located on a network, and
distributed to the main body 101 via the network 151. The video game
apparatus 100 can save the program and data, received at the
communication interface 115 from the server apparatus 200, in the HDD
107, and load them into the RAM 105 at the time the program is run. The
program and data which are used in the server apparatus 200 may be stored
on a fixed disk apparatus included in another server apparatus located on
a network 151, and distributed to the main body 201 via the network 151.